Previews

Timeshift

The time-shifting mechanics have also seen some change. They're no longer completely context-sensitive, except for time-reverse -- you can now choose whether you want to slow down or completely stop time, depending on the situation. Full reverse, on the other hand, is reserved for special situations, such as when a corridor the protagonist was standing in got completely collapsed by a giant robot. All the tricks that you would imagine could result from time-manipulation in an FPS are indeed possible. You can stop time, snatch someone's weapon (which, amusingly, the UI treats as if it were any old weapon on the ground); slow time down to dodge bullets; or, in appropriate cases, reverse time to keep an RPG from hitting you. Your own weapons are immune to the effects of S.S.A.M.'s time disruption, so you're free to fire away while your enemies are snagged by temporal chains. And yes, this includes grenades.

Multiplayer still remains a mystery. Peschel merely said that, indeed, there will be time-manipulation in multiplayer, but wouldn't elaborate any further. It seems that the scenario described in our last preview -- i.e., all time-shifting mechanics tied to special grenades -- may no longer be on the table.

There's no question that Timeshift has benefited greatly from the extra year of development. We sincerely hope that the resulting game is worthy of both the resources, and Peschel's own seemingly boundless enthusiasm for the project.